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U5 - Random crashes when placing walls, foundations, etc. #22

Open JohnnyWrench opened 2 years ago

JohnnyWrench commented 2 years ago

I'm getting random crashes when placing walls, foundations, ramps, etc. No discernable pattern to the crashes other than it always happens when placing more than 1 at a time.

Crash Report: Version: 188609, IsEditor: No, IsPerforceBuild: No, BuildConfiguration: Shipping, Launcher: Epic, NetMode: Listen Server, IsUsingMods: Yes

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000000000b8

FactoryGame_SmartFoundations_Win64_Shipping!USFHologramHelper::ToggleRestoreKeyboardInput() [C:\Users\Alex\Documents\SML\Plugins\SmartFoundations\Source\SmartFoundations\HologramHelper\SFHologramHelper+Restore.cpp:128] FactoryGame_SmartFoundations_Win64_Shipping!::operator()() [C:\Users\Alex\Documents\SML\Plugins\SmartFoundations\Source\SmartFoundations\HologramHelper\SFHologramHelper.cpp:1830] FactoryGame_SmartFoundations_Win64_Shipping!TBaseFunctorDelegateInstance<void cdecl(FKey),FDefaultDelegateUserPolicy, >::Execute() [C:\Program Files\Unreal Engine - CSS\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:830] FactoryGame_Engine_Win64_Shipping!FInputActionUnifiedDelegate::Execute() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Engine\Classes\Components\InputComponent.h:295] FactoryGame_Engine_Win64_Shipping!UPlayerInput::ProcessInputStack() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Engine\Private\UserInterface\PlayerInput.cpp:1389] FactoryGame_Engine_Win64_Shipping!APlayerController::ProcessPlayerInput() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Engine\Private\PlayerController.cpp:2534] FactoryGame_Engine_Win64_Shipping!APlayerController::TickPlayerInput() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Engine\Private\PlayerController.cpp:4550] FactoryGame_Engine_Win64_Shipping!APlayerController::PlayerTick() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Engine\Private\PlayerController.cpp:2179] FactoryGame_FactoryGame_Win64_Shipping!AFGPlayerController::PlayerTick() [D:\ws\SB-lowprio\UE4\Games\FactoryGame\Source\FactoryGame\Private\FGPlayerController.cpp:257] FactoryGame_Engine_Win64_Shipping!APlayerController::TickActor() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Engine\Private\PlayerController.cpp:4705] FactoryGame_Engine_Win64_Shipping!FActorTickFunction::ExecuteTick() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Engine\Private\Actor.cpp:176] FactoryGame_Engine_Win64_Shipping!FTickFunctionTask::DoTask() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:289] FactoryGame_Engine_Win64_Shipping!TGraphTask::ExecuteTask() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:891] FactoryGame_Core_Win64_Shipping!FNamedTaskThread::ProcessTasksUntilQuit() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:600] FactoryGame_Core_Win64_Shipping!FTaskGraphImplementation::WaitUntilTasksComplete() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:1525] FactoryGame_Engine_Win64_Shipping!FTickTaskSequencer::ReleaseTickGroup() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:568] FactoryGame_Engine_Win64_Shipping!FTickTaskManager::RunTickGroup() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:1590] FactoryGame_Engine_Win64_Shipping!UWorld::Tick() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1463] FactoryGame_Engine_Win64_Shipping!UGameEngine::Tick() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Engine\Private\GameEngine.cpp:1802] FactoryGame_FactoryGame_Win64_Shipping!UFGGameEngine::Tick() [D:\ws\SB-lowprio\UE4\Games\FactoryGame\Source\FactoryGame\Private\FGGameEngine.cpp:16] FactoryGame_Win64_Shipping!FEngineLoop::Tick() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4896] FactoryGame_Win64_Shipping!GuardedMain() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Launch\Private\Launch.cpp:169] FactoryGame_Win64_Shipping!GuardedMainWrapper() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137] FactoryGame_Win64_Shipping!WinMain() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:268] FactoryGame_Win64_Shipping!scrt_common_main_seh() [d:\agent_work\5\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288] kernel32 ntdll

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ShadedPL commented 2 years ago

I'm usually getting crashes after some time when cancelling buildings with right mouse button, not sure if this is caused by Smart! or U6 experimental. This doesn't happen immediately after start, only after I built some stuff, usually big constructions.

majormer commented 2 years ago

Updated title to include U5, as most new builds are currently going against U6.

majormer commented 2 years ago

@JohnnyWrench , would you be able to clarify in multiplayer is being used for this, or if any other mods are being used?

JohnnyWrench commented 2 years ago

It happens predominantly in SP. Happens even when Smart is the only active mod.

On Tue, Aug 2, 2022, 5:56 PM majormer @.***> wrote:

@JohnnyWrench https://github.com/JohnnyWrench , would you be able to clarify in multiplayer is being used for this, or if any other mods are being used?

— Reply to this email directly, view it on GitHub https://github.com/SmartFoundations/SmartIssueTracker/issues/22#issuecomment-1203291840, or unsubscribe https://github.com/notifications/unsubscribe-auth/A2F62SMJ2VDAQU7CYP4C37DVXGRTRANCNFSM54NEKMPQ . You are receiving this because you were mentioned.Message ID: @.***>

ShadedPL commented 2 years ago

Just got a crash again when cancelling a build, but it was a very long playsession.. here the log: https://gist.github.com/ShadedPL/2db905cebe5b2fec6e30a93355d9df22

ShaneYu commented 2 years ago

Just got a crash again when cancelling a build, but it was a very long playsession.. here the log: https://gist.github.com/ShadedPL/2db905cebe5b2fec6e30a93355d9df22

We are getting the same issue in multiplayer, same error log stack trace as mentioned above - Playing U5 (early release, not experimental).